I like your suggestions a lot!
Here's what I've come up with so far....
Bloodline
Divination
Level: 2
Components: V S M
Casting Time: 1 hour
Range: Touch
Target, Effect, Area: One target
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes
This spell determines a creature’s ancestry in one of three ways:
1. The caster sees a family tree for the target going back seven generations. Vague faces are seen along with a name for each face.
2. By mixing the blood of two creatures together, the caster can determine if they have a common relative within the last 1 to 7 generations.
3. Focusing on the target’s parents, the caster is able to gather 3 pertinent facts, including, but not limited to: Name, Profession, Place of birth, Place of death, Circumstances of separation from target, Feelings toward target, Romantic relationships, etc.
If this spells is heightened, it will go back as many as 14 generations, or will allow for 6 pertinent facts, but no more is possible.
Material Component: A drop of blood from the target must be mixed with aged powdered precious minerals (25 gp).The blood must be fresh, and the minerals must be at least as old as the target.
Span the Generations
Universal
Level: 8
Components: V S M DF XP
Casting Time: 1 day
Range: Touch
Target, Effect, Area: One target
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows another spell to be cast not just upon one target, but upon all children the target has from that point onward, and the target’s children’s children, etc. While the spell requires a complex ritual requiring the better part of a day, the actual final step is to cast the chosen spell (normal casting time) upon the target. This effect can never be hastened or quickened. The chosen spell, if not already permanent, becomes permanent. Effectively, the target of the spell is not just the physical target before the caster, but all of the target’s existing and future heirs. Those spells which cannot be made permanent with permanency require the GM’s approval to be cast through span the generations. Some sample uses that a GM might approve include:
Level XP Cost Sample Spells Wording
0 -1 500 Endure Elements “I pray that all your children benefit from the same blessing I confer upon you, and they walk these desert lands with ease.”
2 1000 Blindness “May all your offspring suffer the same blindness that I now inflict upon you!”
3 1500 Hidden Heritage * “None shall ever realize the truth – that yours are of the exiled Tuathi nobility – and your children shall be raised as common fishermen.”
4 2000 Seditious Sterility * “Your children shall bear no children unless they intermarry with noble house Cathan”
5 2500 Mark of Justice “Should your line ever break our vow, may they be thrice cursed as their father will be”
6 3000 Loins of the Usurper * “Never again shall any male in your line yield an heir that does not belong to my loins!”
7 3500 Control Weather “The birth of ever Tuathi child shall be heralded by a brilliant sunset and a rose scented breeze.”
8 4000 Discern Location “I shall ever keep watch on your children, and your children’s children, always knowing where they are.
9 4500 Soul Bind “I will reap the soul of every first-born male in your family upon his death”
* Indicates new spell in the Legacy domain
Spells cast through span the generations are unaffected by dispel magic and remove curse, though they are subject to break enchantment, though this only affects the target, and their offspring will still be affected by span the generations.
Material Component: This spell requires blood or semen from the target, along with a token symbolizing the relationship between the caster and the target. Examples are a shield that was given to the caster by the target, or a bloodied rag that was used to bind a wound the target inflicted on the caster.
Descendant Rebirth
Transmutation
Level: 9
Components: V S M DF XP
Casting Time: 1 hour
Range: Touch
Target, Effect, Area: One target
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell operates in one of two ways. After cast, the spell is in effect for a number of days equal to the caster’s character level; if the caster does not die within this time the spell ends (and the XP and components are lost to no gain). In both cases, when it is cast on a target, it continues to operate until there are no living descendants.
1. The target’s spirit enters a baby born into their family. This is not a malicious act. By bending divine laws, the caster ensures the target’s soul is the one to enter the baby upon its arrival in this world. The baby will grow to be the spitting image of the character. In fact, the baby has the same race and alignment. Past memories can be accessed with appropriate stimulus, allowing for faster than normal (up to +50% XP per adventure) development until the target’s previous character level is attained. Exactly how the rebirth plays out in the reborn character’s life is up to the GM.
2. The target’s spirit forces out the spirit, or subjugates the will, of a living descendant of approximately the same experience level as the target (-1d4 levels). This descendant is at least one age category younger than the target. Once so possessed, the descendant’s alignment and personality will rapidly change to match the target’s. In fact, on a successful opposed Will test, the target can gain access to their descendant’s memories. This malicious method typically has unwanted side effects and is derogatorily referred to as “serial immortality” by noble legacy mages.
The caster must sacrifice 1000 XP to fuel this spell.
Material Component: To fuel this spell, the caster needs to provide a golden cradle (1000 gp) and a mold of the target’s face which is filled with burning herbs. For variant #1 an appropriate holy symbol is in order. For variant #2 a clip of a living descendant’s hair (or hair of a romantic partner) is required.